César Olea

Software Developer | CTO of LoanPro

28 Sep 2020

Raycasting Demo

I'm a fan of Fabien Sanglard's work, and after reading his Wolfenstein 3D book I felt inspired to write my own raycasting engine. Once I was done, I wrote a series of articles in the devz.mx blog explaining how it all works.

The engine is written in ClojureScript, as it allowed me to insert the running engine directly in the articles and people could play with it. It was written as a series of 5 articles, starting with the bare basics all the way to having a fully rendered and textured 3D world.

Full source code is available in its github repository.

Article 1

The first entry in the series centered around the (surprisingly simple) math required to write your own ray-caster. The demo is a demonstration of angle normalization.

Use the arrow keys to change the angle.

Article 2

The second article centered more on how the different properties of the projection affected the way the world is rendered. Concepts like field of view (FOV), angles between rays and movement in 2D space are introduced.

Controls

  • Up and down arrow keys: increase / decrease FOV.
  • Left and right arrow keys: rotation.
  • w a s d keys: up, down and strafing.
  • j k: duplicate / halve number of rays casted.
  • space bar: revert to default values.

Article 3

The third article is all about the rays. Casting rays and checking for collisions. The demo is a full 2D interactive representation.

Controls

  • Left and right arrow keys: rotation.
  • w a s d keys: up, down and strafing.

Article 4

The fourth article is when we go 3D. The bulk of the raycaster is already done, what remains is how to calculate the column height, and correcting the "fishbowl" effect.

Controls

  • Left and right arrow keys: rotation.
  • w a s d keys: up, down and strafing.
  • Space bar: remove fishbowl effect correction.

Article 5

The final article. The end result. The only thing that is left is texturing. Controls are the same as before.